﻿float4x4 World;
float4x4 View;
float4x4 Proj;

sampler2D s : register(s0):

struct v_in
{
	float3 Position : POSITION;
	float2 texCoord : TEXCOORD;
};

struct v_out
{
	float4 Position : POSITION;
	float2 texCorod : TEXCOORD;
};

v_out vShader(v_in i)
{
	v_out outval = (v_out)0;
	float4 localH = mul(World, i.Position);
		localH = mul(View, localH);
	localH = mul(Proj, localH);

	outval.Position = localH;
	outval.texCoord = i.texCoord;

	return outval;
}

float4 pShader(float2 uv : TEXCOORD) : COLOR
{
	return tex2D(s, uv);
}

technique t0
{
	pass p0
	{
		VertexShader = compile vs_2_0 vShader;
		PixelShader = compile ps_2_0 pShader;
	};
};